Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with DoomÂ³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such)._________________ Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally Ã¼ber-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am Post subject: :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with DoomÂ³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such)._________________ Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally Ã¼ber-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am Post subject: :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 9:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 10:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 1:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 3:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.

[addendum] There's a potential problem some may have when installing the Doom 3 compatable version of the Compressonator onto a fresh Windows (cleaned) install. Apparently ATI didn't include a couple of commonly used DLL files in the *.msi self extracting installer as they were most likely relying on the missing files to have been installed by other programs. It does mean however, the program errors out because it can't find them.

Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.

[addendum] There's a potential problem some may have when installing the Doom 3 compatable version of the Compressonator onto a fresh Windows (cleaned) install. Apparently ATI didn't include a couple of commonly used DLL files in the *.msi self extracting installer as they were most likely relying on the missing files to have been installed by other programs. It does mean however, the program errors out because it can't find them.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 9:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 10:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 1:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 3:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.

[addendum] There's a potential problem some may have when installing the Doom 3 compatable version of the Compressonator onto a fresh Windows (cleaned) install. Apparently ATI didn't include a couple of commonly used DLL files in the *.msi self extracting installer as they were most likely relying on the missing files to have been installed by other programs. It does mean however, the program errors out because it can't find them.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 9:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 10:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 1:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 3:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.

[addendum] There's a potential problem some may have when installing the Doom 3 compatable version of the Compressonator onto a fresh Windows (cleaned) install. Apparently ATI didn't include a couple of commonly used DLL files in the *.msi self extracting installer as they were most likely relying on the missing files to have been installed by other programs. It does mean however, the program errors out because it can't find them.

Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.

Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.

Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.

Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.

Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.

Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.

Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.

IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18

http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)

just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but all available textures are listed on every page down the left hand side... http://www.quake3bits.co.uk or http://www.quake3bits.com will get you to the site now

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.
Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am :

DaZ - welcome to the boards and thanks for your explanation.

The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.

You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).

_shank@Posted: Sun Nov 23, 2003 9:35 am :

BNA! wrote:

DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm :

no problem I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...

-Rujo

***************************
"I'm Rujo, and I approved this message."

kungfucheez@Posted: Fri Aug 13, 2004 2:31 am :

DaZ wrote:

While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.

Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)

For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture. Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be. Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.

So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.

Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?

It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.

Download the demo. It's a really sweet program and there is a demo you can try out.